This is my first mod. If you have any questions or suggestions I'll see what I can do, and when notch updates I'll try and fix the mod ASAP.

What the defaults do about mines:

I for one like finding and mining scthuff. As most of you already know a "vein" of say Iron ore, averages 4 blocks. Lets say you get in the game and find you need some iron; you have two options, dig aimlessly, or get lost in a cave, and five hours later you have a stack of 64 Iron. personally I think this sucks.

What I have done in this mod is I have taken the ores and made them generate collectively by chunk, making mines

So Iron for example has a 1 in 40 chance of generating in a chunk (chunk = 16x128x16 blocks), and on a desert biome it has a 1 in 20 chance. If it does generate, some 70 veins, with of a max of 10 blocks in a vein, will generate in the chunk, making some 500-700 blocks in that chunk that are iron ore. Each ore has it's own setup like this, making ore a bit more spread out, but also rewarding to find, because if you find any of something you know there is more in the ground there, just like real life , giving you a reason to explore, and places to go.

There isn't more ore, it is just distributed in a (in my opinion) better way .
Now you can have actual mines, with mine-carts!

what you can do with the customization, and what you should know: I recommend reading this before changing the default settings

Alright when you make a new map or generate new terrain it will create the BODprops folder in your .minecraft folder. it has an "OverWorld" folder, and when you generate the nether, a "Nether" folder. The OverWorld folder has BOD-Mine[1.1].txt, BOD-biomes[1.1].txt and BOD-Overrides.txt in it.
These files have 12 things to know:

Note: any new ores from mods will be added to the end of the BOD props file when they are generated for the first time, and will only have their blockID's as identification. you have to figure out what ores go to what BlockID's yourself. ("#" starts a line as a comment in the text file). You can look in the other mod's configs, check their forums, or their IRC channels to find these ID names.

1."rarity" - how often a mine will occur, 1 being always (note zero makes an ore not generate)
info: this spreads out the probability of an ore occurring in a chunk (a chunk = 16x128x16 blocks) by a 1 in X chance. so if you have iron set to 10, 1 in every ten chunks will have iron in it. this is used for making for real mines

2."VeinSize" - how many blocks in a vein (veins are what you find in vanilla minecraft)
info: generally, its the number of blocks in a vein, as you get higher than 10 though, it starts making slightly more.
- turns out this is non-linear (notch code not mine) the equation .002346X^3 + .01605X^2 + .63564X will tell you how many blocks it will make. Also consider that veins can touch giving the appearance of larger veins, this is more prominent with a higher density: see #7. below

3."veinAmount" - how many veins in a mine
taking the Iron example, if we set this to 20 for iron, iron now makes 20 veins, in 1 of every 10 chunks, with ~5 blocks per vein, making ~50 blocks average in the chunk.WARNING! more veins = more time to create! so dont make a few thousand per ore and complain about generation times.

4. "height" - how tall the mine is
info: If you have a cardboard box, and ores can only spawn inside that box, this is how tall (in mincraft blocks) the box is.

5. Diameter:- how wide the mine is
info: if you have a cardboard box, and ores can only spawn inside the box, this is the length and width of that box, in vanilla minecraft this is 16 blocks (one chunk) you can use this to make the mines cover a larger area. careful though, because it will spread out how many veins you have, so you may need more veins for a larger area.6."VerticalShift" - allows you to move the mine up and down
info: if you have a box, and ores can only spawn in that box, height and diameter say how big the box is, and this moves the whole box up and down. you can enter a value, say 20, and the mine will move up 20 blocks from where it would be centered otherwise. or you can enter say -20 and the mine will move down.

7. density, vertical and horizontal -makes ores more common towards the center of the mine
info: these options shift the probability of a vein spawning to be greater towards the center
you can enter a number 1-100 as a percentage of density, 100 being as close as possible, and 1 being an even spread.
horizontal: is rather sensitive, I would recommend working in 1-50 for clean results.
vertical: will draw in the veins toward half the height, and as such will push it down deeper.

8. GenOreInBlockID: -It's rather self explanatory. it says what block the ore is allowed to spawn in. For example 1 is stone, and 153 is netherrack.

9. useMarcoVeins- use fractals instread of potatoes, my veins instead of Notch's
setting this value to true will have that ore use a different vein structure than vanilla. basically this makes the ore kinda spidery and have long tendrils of ore stretching out. you want to use a lot of blocks for this setting, if you want smaller veins like one to 30 blocks use Notches veins, so set this to false. if you want a large vein, or want to make your metal mines more realistic, set this to true, and use a lot of blocks and very few veins, you basically use 1-10 of these to make a mine.
example pic: veinSize set to 300

10. BODbiomes.txt: change how often ores spawn based on biome
info: it allows you to change the rarity of an ore based on what biome it's in. it has the blockID ,followed by the biomeID, followed by the new rarity for that ore in that biome.
like this: "OreID[15.0]-BiomeID[2]=50"
this will change the rarity of Iron to 50 in desert biomes. you can now do this with modded biomes, but you will need the biome ID.
Note: you can set the rarity for an ore in a biome to "0" and it will not spawn there, and vice versa, you can set the normal rarity to "0" and have it be "20" in plains deserts, and forests to have it only spawn in those biomes.

11. Overrides
overrides allow you to add any block you want to run through BOD. This way if for some reason an ore isn't being auto added, you can force add it. But this also allows you to do some fun things by adding other blocks, like mobspawners, water, TNT, you name it. The format is explained in the text file, and you will find emerald as the first override ore (ID 133).

12. Layered Generation: add different settings to ores to diversify the shapes of mines
example pic:

info:How it works:
you can make new config files that allow you to have more mine shapes for an ore, and allows you to add "layers" to a given shape of ore mine to make it more interesting, note in the picture how the tall stack of diamond has a mass of diamond on the bottom.The Text File:
(V2.5.2)BOD-Mine[X.Y].txt
X - default is 1, this is the mine, more of these are more mines that you can customize for your ores
Y - default is 1, this is the layer for X mine, more of these add different settings onto mine X, and can have a chance to add those settings based on rarity too.
i.e
(V2.5.2)BOD-Mine[1.1].txt - default/main settings go in here

(V2.5.2)BOD-Mine[1.2].txt - make a new layer by making a new text file and adding settings into it
- if this config has settings for iron in it, then those settings will spawn in addition to iron that spawns in mine "1.1". same for "1.3", "1.4", etc. they will all spawn at the locations of the mines in the main "1.1" adding "layers" of ore generation.

(V2.5.2)BOD-Mine[2.1].txt - make a new mine by making a new text file and adding settings into it
- this is a separate mine, these settings and its layers ("2.2", "2.3", "2.4", etc.) are separate from any of the generation related to mine "1", this is mine "2". so you can have diamond spawn in a layer near bedrock in "1.1", but have diamond spawn in shafts in "2.1", and they will spawns as separately as iron and coal spawn separately.

notes for layered generation:
- the only file that needs to have every ore listed is BOD-Mine[1.1] the other files can have all the ores, or none, it doesn't matter.
-you can, theoretically, have an infinite amount of layers and mine types, but it makes more work for the computer the more you have, so 5000 different mines and layers might not be a good idea. though having plenty shouldn't be a problem

Notes BOD in general:
- new ores will be added to the .txt when they are first generated, and will need to be labeled and configured.
- you can easily reset the defaults by deleting the default text files so new ones are made
- changes to the .txt only occur in newly generated chunks
- I recommend an x-ray mod for getting you configurations just right - http://www.minecraft..._hl__x
- I am not responsible for damaged saves
- GL and HF
- feel free to post your text configurations in a spoiler box with a description

I am not responsible if you mess up your saves, back them up if you are unsure if you want a certain generation rate, or are doing anything involving modding for that matter.

Installation:

1. you have to open the main file for minecraft which should be in C:\user\"user name"\appdata\roaming\.minecraft\bin
2. there is a file named minecraft.jar
3. open it with a winzip, or a similar compression program
4. drop the mod files into the winzip window over the single .class files, Don't drop it on the folders
5. if you haven't for another mod, delete the META-INF folder
6. close winzip
and your ready to play!

to install it on your server:
1. find your server.jar (it must be the .jar from minecraft.net the .exe will not work)
2. repeat steps 3 and 4 of single player installation
and now your friends can play!
- don't delete the Meta-inf folder for the server, it may cause your server to crash. (thanks to Scearcrovv for finding this)

BOD for Metallurgy and extrabiomes xl. There are still mines where you find a ton of the resource, but there are also smaller less dense mines throughout, BOD 2.5.3
- http://www.minecraft...0#entry19581341

Change log:

2.6
- updated to 1.5.2
- added a new setting, "GenOreInBlockID" it allows you to choose what block to spawn your ore in, for example 1 is stone, and 87 is netherrack. This is a single, whole number digit, and does not specify metaID blocks. If you have something like 953:7 for a block, 953 will allow it to spawn in that block, but also other meta values from 953. This should rarely if ever be a problem since ore is generated before most other things.
- added nether ore support. there are now to folders in BODprops, "OverWorld" and "nether", these contain the files for the respective dimensions. They should both behave as normal and seperatly. This includes a seperate override file for the nether. It should be noted that the nether configs are not generated until you enter the nether.
- fixed an artifact in the code that prevented you from setting an ore to 0 rarity, and then using the biome config to make it apear in select biomes
- fixed a typo that was probably messing up the biome configs enough to prevent them from working
- I ate lunch just before typing this

2.5.5
- fixed some bugs in the configs
- updated to 1.4.6
- fixed the rarity for addtional layers of generation (such that rarity values on addition layers gives it a chance for spawning. so if i made coal, and had it spawn at four different heights using layered generation, the rarity would randomize what depths show up)
2.5.4
- added my fractal veins as an option when an ore generates, this means you will need to update your configs
- added overrides so you can add any block ID to BOD now
- changed mineHeight to verticalShift to help lessen confusion
- added emerald to the configs using the new override system
2.5.3
- undid some stuff, should fix the freeze on building terrain or whatever, and the nether crash mods like IC2
- fixed some formula stuff for the density, the height was off due to some calculation weirdness
- made coal a bit more common/findable, but not too much
- adjusted the gravel and dirt to be very common in plains biomes

2.5.2
- you can now add as many ores as you can find mods to add ores from
- fixed a bug where some ores from meta IDs were not being added

2.5.1
- fixed some bugs, and cleaned up the code
- coal now spawns in a more "layer" type fashion using the mine height setting
- upped the hard coded ore cap from 80 to 256, you can now have 256 unique ore ID types spawning plus 16 meta ID ores per block ID with forge.
- should have fixed ores not writing to config, if its uses modloader ore the forge ore dictionary, it should get in the config.
- the game won't crash if there are too many different ore types now, it will just roll over in the registry, and print a warning message to the console window.

.2.5
- added forge compatability (forge not required), to allow the forge ore dictionary to give BOD metaID data. most mods should now be compatable if they use modloader or forge.

2.4
- added "layered generation" - you can now make more config files to make different mine shapes, and more detailed mine shapes
- a rarity of 1 will make that ores spawn in every chunk, it was a 50% chance before
- added "mineHieght", allows you to move mines up and down with positive and negative values.

2.3
-added support for new biomes, and any biomes from mods
- setting a rarity to "0" makes that ore not spawn

2.2fix2
- fixed bug with static variables, making the mines spawn in a dragged out line in the +x,+z direction.
2.2fix1
- fixed a bug with static variables, making all ores spawn with the same ID

2.2
- FIXED THE BUG where to many ores would spawn from modloader ores!
- adjusted the BODbiomes.txt
+ now changes the rarity of that ore to the value entered for that biome (so 15desert=50000 will change the rarity of iron to 50000 in desert biomes)
- adjusted some method orders to (i think) save memory.
- fixed seeds
+ seeds now maintain their terrain/biomes between vanilla and BOD, but some things like trees and ores will be different
2.1.1
+ fixed some coding errors that should help with proper generation
+adjusted the generation settings to be better
- diamond is more common
- made the mines larger with more veins

2.1:
+added customizable biome support
+added a directory to .minecraft
- a folder called BODprops now generates in your .minecraft folder and holds the BOD(version).txt and BODbiomes(version).txt

2.0: made other ores generate in the properties and made the mod 1.0 compatable

Singleplayer - http://adf.ly/Fzhdi - BOD 2.5.4 for MC 1.4.5Multiplayer - http://adf.ly/Fzhji - BOD 2.5.4 SMP for MC 1.4.5Custom Configs - http://adf.ly/GA6JW - it would be difficult to have the program auto generate these, so I made them separately. later they will be a part of the main downloads.
these make gems spawn like gems in small 1-2 block veins speckled about, and it makes metals spawn with the new fractal system, also i have setup coal to spawn with 4 different height variations. I fixed a problem too (emerald blocks instead of ore!) so please grab these configs

Singleplayer - http://adf.ly/Fzb42 - BOD 2.5.4 for MC 1.4.5 forgot the check for stone on these, so the marco veins would spawn anywhere, even dirt, or in air, if the height allowedMultiplayer - http://adf.ly/FzbNX - BOD 2.5.4 SMP for MC 1.4.5

V1.3 - now has a properties file. It will create the file "BOD_properties.txt" in the location of of your minecraft.exe when map generation occurs for the first time. It will allow you to change the 1 in X chance of ore mines generating, and allows you to turn off the biome generations system (biome gen: each ore has twice the chance to generate in its biome). also note that the smaller the number the more common the ore, and that changes to the properties only take place in newly generated chunks
single player - http://www.mediafire...br69ij6vvabw0zw
multiplayer - http://www.mediafire...x7k9zak3n1k8jiz

If you don't know how to mod you can ignore this.
I am going to allow other modders to integrate this mod and concept into their own if they wish (the mod now accepts new inputs from mods that add ores), but only under the condition that a credit to me and a link to my page are provided on the mod's page. Also post a link to your mod in a reply, or PM me so I know of you, and this can become a central hub of mods using this concept . If you can mod you should be able to figure this out, see the "technical stuff" post below, for some other other details, though that's mostly out of date.

Thanks to the developers of MCP, without their programs, modding would be neigh impossible
thanks to ChinkyLee for his guide that allowed me to set up the programs needed
thanks to Scearcrovv for his relentless support of technical issues, this mod, and testing
and thanks to the Minecraft community, because without you guys this would be pointless and boring

[1.5.2]-[SP/SMP]- Practical TNT - 100% drops

- made blocks destroyed by tnt drop their items 100%.
- should apply to all explosions (TNT, creepers, gasts, mods)- BUT, TNT still destroys items, so if you setup a ton of tnt the sequence of explosions will destroy many items.
- if you control your use of them though you can acctually use TNT to mine/dig without destroying all your ore (that never made sense to me, so i made this little mod)

feel free to post about anything, and add a banner if you like the mod. tell EVERYONE about BODNeed help? Want to ask how something works? Want to share tips? esper.net, #BOD

Copyright:

- don't blatantly steal my stuff, code or downloads
- ask me first, I am almost always helpful.
- If i let you use it, you MUST link to this post, so people know where/who it came from, and so they can read the instructions.

Your mod works veery nice and it does exactly what you describe: it adds more ore. But it adds so much ore i gave up finding the end of the very first vein I discoverd. I dug like 45 min. with a diamond pickaxe and i haven't found the vein-end jet. Thats very realistic but in my opinion close to cheating because i found more than 200 Iron ore in the first vein and thats not all of it. Its a nice mod but its too much. Bigger veins are great, but not that big. I don't know how many veins there are but if a vein ist that big, there should be very few in a big area.. BTW: Your mod works very well in SMP and SP. Good work! :wink.gif:

my objective was to maintain the same amount of ore, but have it in a common area. For a few reasons, you know where you can get some ore once you've found it (unlike previously). minecarts and mines are practical, and you might actually use them. and I felt the distribution wasn't very realistic before.

I was inspired to make this after playing the Planetoids map mod (giant floating spheres of material X), but I didn't like how very dense that was, and I wanted to have the normal terrain. so I made this.

feed back is always useful, and thank you for your positive comments on my first mod.

If it seems the ore is too common I can very easily reduce the size of the veins or the probability, making it more peppered where you do find it, though there would still be a lot there to get, but that's the point.

I am attempting to make google know this is here by messing with links. you can ignore this spoiler.My link

Good mod looks cool i aint gona get it till u use modloader also u didnt make diamonds do that did and they do look preety big maybe coal could be bigger and iron and redstone less i dont no but u should also make it so it like only does this in like tiagra biome or wateva its called yer

Good mod looks cool i aint gona get it till u use modloader also u didnt make diamonds do that did and they do look preety big maybe coal could be bigger and iron and redstone less i dont no but u should also make it so it like only does this in like tiagra biome or wateva its called yer

my objective was to maintain the same amount of ore, but have it in a common area. For a few reasons, you know where you can get some ore once you've found it (unlike previously). minecarts and mines are practical, and you might actually use them. and I felt the distribution wasn't very realistic before.

I was inspired to make this after playing the Planetoids map mod (giant floating spheres of material X), but I didn't like how very dense that was, and I wanted to have the normal terrain. so I made this.

feed back is always useful, and thank you for your positive comments on my first mod.

If it seems the ore is too common I can very easily reduce the size of the veins or the probability, making it more peppered where you do find it, though there would still be a lot there to get, but that's the point.

I havn't been testing how much of these super veins there are in a certain area, sorry for that. If its really the same amout of ore you can find in an area (like 9x9 chunks) this mod would be awsome. I'm going to find it out right now.

Changing the amout of ore in biomes sounds cool, like more coal and diamond below Forest biomes and less below deserts.. But iron shouldn't be affected due to the real occurance of iron.

Iron-----------1205-----1 in 8---(a chunk is a 16x128x16 hunk of blocks, average amount of total blocks = 16,000 )

gold-----------1205-----1 in 75--(iron (+2), coal (+6), and dirt (+1) have modified rates, coal having the greatest change, making less of these ores on the map, because there was too much)

redstone-------1205-----1 in 22--(gold, redstone, diamond, and lapis, I kept the same rate of generation)

diamond--------1205-----1 in 172

lapis----------1205-----1 in 200

I originally wanted to keep the same amount of ore on the map, but coal was everywhere so I changed that, now according to you guys the other ores seem to be too common.
There is supposed to be a creeper load of ore when you do find it, but the issue I'm seeing is that it is too easy to find each mine.

I will add iron, coal, and redstone to the poll, and you can tell me which you find too many mines of.

v1.1 stuff:

NEW:I can in fact make ores spawn according to biomes! working on the code now! DONE! This should also fix the problem of mines being to common.

I hereby declare that you will treasure each mine like a first born child!

v1.2 stuff:

here are the off biome generation rates: and these are 1 in X chances
dirt with gravel = 25; Iron = 40; Coal = 55; Gold = 95; Redstone = 62; Diamond = 192; Lapis = 220;
- Each ore now occurs twice as often inside its biome than outside.
and the biomes to ores are:

forest = redstone

rain forest = gold

seasonal forest = lapis

taiga (pine trees) = coal

desert = Iron

tundra = diamond

plains = dirt and gravel

v1.5 changelog:

- added a random function, for diversity
- added diameter controls
- added vertical and horizontal density controls
- added vanilla ores (generates the original ores in a chunk)
- removed the trace ores system from the code (never seemed to work)
- true/false switches for each section in the .txt are now for controlling which parts to use the UseRandom function on
- adjusted defaults to use new options
- nerfed coal... again...
- pushed some ores down now that they can be spread out
- fixed some coding discrepancies between "useVeinSizes" and "UseVeinSizes" that was preventing people from changing certain options
- made this mod 76% more awesome
- removed herobrine :wink.gif:

Thank you for your help with balancing the mod.
Hope you all enjoy, and feed back is wonderful! :smile.gif:

I got a couple suggestions for this mod that would probably be more of a hastle on you, however it would give much more custotmization to the map creators. (yep you guessed it) I was hoping that the map creators (SMP admin or SP player) would have a config file that could be edited before the creation of the map, that would give different amounts and ratios of ore from a regular biome and also change the ore amounts in each individual biome. I feel like this would make this mod used by basically all SMP servers because it would help create several teams in the search for these veins, and it would be their job of excavating it also.

Additionally it would make it so you would not have to worry about the amount of ore, because they would have the option to change it right there. One last thing on this subject, using this potentially the server creators could make the map have very little ore except for one hidden vien of diamond if they generated that diamond vien after they changed the
config file, and then when they were done they changed it back.

Also one quick side note, I don't really feel like lapis should be rarer than diamond, despite the current ore distribution, because after about 6 blocks, it really becomes useless, however a large quantity of diamond can give infinite riches to someone, so you might want to edit that

I got a couple suggestions for this mod that would probably be more of a hastle on you, however it would give much more custotmization to the map creators. (yep you guessed it) I was hoping that the map creators (SMP admin or SP player) would have a config file that could be edited before the creation of the map, that would give different amounts and ratios of ore from a regular biome and also change the ore amounts in each individual biome. I feel like this would make this mod used by basically all SMP servers because it would help create several teams in the search for these veins, and it would be their job of excavating it also.

Additionally it would make it so you would not have to worry about the amount of ore, because they would have the option to change it right there. One last thing on this subject, using this potentially the server creators could make the map have very little ore except for one hidden vien of diamond if they generated that diamond vien after they changed the
config file, and then when they were done they changed it back.

Also one quick side note, I don't really feel like lapis should be rarer than diamond, despite the current ore distribution, because after about 6 blocks, it really becomes useless, however a large quantity of diamond can give infinite riches to someone, so you might want to edit that

Thanks for your consideration
-Celtic

Sounds good, but my experience with GUIs is like 1 outa 10, so..... we'll see what I can do

Also, if lapis is useless after six blocks, why whould I make it common? If you find it you never need more. ;D

and I have yet to come across diamond, but with the new biome update, it might be more practical find. 1 in 172 chunks is a lot to look through trust me.
------------------------------------------------------------

also in regard to industrial craft, since the move to the new forum, lots of links are broken, and I can't seem to get all the pieces to install it for testing.

From what I could see in the files it should be compatible for single player, but multiplayer uses a of.class file and so does mine, so I will see about fixing that.

if someone wants to back up their minecraft.jar and test my mod with industrial craft in single player for compatibility that would be great.

my computer has decided to be retarded today
- I cannot install and run industrial craft for testing, I'm probably just derp here

- I have tried putting industrial crafts of.class into the server.jar
I then found that something is causing the server.jar to not allow any kind of changes when I try to do something, i.e. add, edit, delete files,(and no I am not running the program, and I changed it to a .zip) it gives me an error and says "not implemented". which is saying it didn't do what I told it. :dry.gif:

I am using 7-zip 9.20 , and what baffles me most is that It worked two days ago???

SMP and SP work (without problems) with Industrial Craft even if you replace it. But i don't know if there is any other ore generated if you replace the of.class. I will check that out.

I'm guessing it will make something in regard to ore population not work, I haven't seen much of the details of using modloader for servers, so I'm confused as to why ind. craft needs to edit chunkProviderGenerate.java in the server but not in the client. It's possible there is no fundamental change. I don't know, my zip program is being derp....